Browse Items (1774 total)

Messier, M.-A. (2015). Shootmania - The Bizarre Quest of Creating an eSports Game. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2013/14 (pp. 33–35). Norderstedt: Books on Demand GmbH.

Shum, H.-L., Lee, C.-H., & Cheung, J. C.-S. (2021). Should Esports Be a Co-Curricular Activity in School? Children & Schools, 43(1), 61-63.

Shum, H.-L., Lee, C.-H., & Cheung, J. C.-S. (2020). Should Esports Be a Co-Curricular Activity in School? Children & Schools, 43(31), 61-63.

Hutchins, B. (2008). Signs of Meta-change in Second Modernity: The Growth of e-Sport and the World Cyber Games. New Media and Society, 10(6), 851–869.

Yunanri, W., & Measer, A. (2022). SISTEM INFORMASI MANAJEMEN EVENT ELETRONIC SPORT (E-SPORT) BERBASIS WEB PADA KOMUNITAS ESPORT Indonesia WILAYAH KABUPATEN SUMBAWA. Jurnal Manajemen Informatika dan Sistem Informasi, 5(2), 109-115.

Drachen, A., Yancey, M., Maguire, J., Chu, D., Wang, I. Y., Mahlmann, T., …, & Klabjan, D. (2016). Skill-based Differences in Spatio-temporal Team Behavior in Defence of the Ancients 2. 6th IEEE Consumer Electronics Society Games, Entertainment,…

Martinelli, D. (2017). Skin Gambling: Have We Found The Millennial Goldmine Or Imminent Trouble? Gaming Law Review, 21(8), 557-565.

Hardenstein, T. (2017). Skins in the Game: Counter-Strike, Esports, and the Shady World of Online Gambling. Unpublished Manuscript.

Stein, V., & Scholz, T. M. (2016). Sky is the Limit. Esports as Entrepreneurial Innovator for Media Management. Interdisciplinarity in Social and Human Sciences, 5, 622-631.

Lee, S., Bonnar, D., Roane, B., Gradisar, M., Dunican, I. C., Lastella, M., Maisey, G., & Suh, S. (2021). Sleep Characteristics and Mood of Professional Esports
Athletes: A Multi-National Study. International Journal of Environmental Research and…

Maymin, P. Z. (2020). Smart Kills and Worthless Deaths: eSports Analytics for League of Legends. Journal of Quantitative Analysis in Sports, published online before print

Jin, D. Y. (2017). Smartland Korea: Mobile Communication, Culture, and Society. Ann Arbor, MI: The University of Michigan Press.

Yang, S., Lee, C., Shin, H. V., & Kim, J. (2020). Snapstream: Snapshot-based interaction in live streaming for visual art. In Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems (pp. 1-12).

Beek, R. M., Verschueren, J. F., & Derom, I. (2021). Soccer Esports in Europe: Brands, Partnerships, and Business Opportunities in Professional Football. In S. Andrews & C. M. Crawford (Eds.), Handbook of Research on Pathways and Opportunities Into…

Jang, W. W., Kim, K. A., & Byon, K. K. (2020). Social Atmospherics, Affective Response, and Behavioral Intention Associated With Esports Events, Frontiers in Psychology, 11, 1-11.

Yu, D. R., Chu, C. C., Lai, H. C., & Huang, J. L. (2020). Social Attentive Network for Live Stream Recommendation. In Companion Proceedings of the Web Conference 2020 (pp. 24-25).

Ekdahl, D., & Ravn, S. (2022). Social bodies in virtual worlds: Intercorporeality in Esports. Phenomenology and the Cognitive Sciences, 21(2), 293-316.

Behnke, M., Kosakowski, M., & Kaczmarek, L. D. (2020). Social challenge and threat predict performance and cardiovascular responses during competitive video gaming. Psychology of Sport and Exercise 46. Published online.

Behnke, M., Kosakowski, M., & Kaczmarek, L. D. (2020). Social Challenge and Threat Predict Performance and Cardiovascular Responses During Competitive Video Gaming. Psychology of Sport and Exercise, 46, 101584.

Tjonndal, A., & Skauge, M. (2021). Social Innovation and Virtual Sport: A Case of Esports in Norway. In A. Tjonndal (Ed.), Social Innovation in Sport (pp. 135-169). Cham: Springer.

Tjønndal, A. (Ed.). (2022). Social Issues in Esports. Taylor & Francis.

Tjønndal, A., Wågan, F. A., & Røsten, S. (2022). Social issues in esports: Current and emerging trends in research. Social Issues in Esports, 11-28.

Dux, J., & Kim, J. (2018). Social live-streaming: Twitch. TV and uses and gratification theory social network analysis. Computer Science & Information Technology, 100, 47-61.

Smeekes, W. A. C. (2022). Social Media Content Marketing for Millennials, Generation Z, and the Esports Target Market.

Hilvert-Bruce, Z., Neil, J. T., Sjoblom, M., & Hamari, J. (2018). Social Motivations of Live-streaming Viewer Engagement on Twitch. Computers in Human Behavior, 84, 58-67.

Freeman, G., & Wohn, D. Y. (2017). Social Support in Esports: Building Emotional and Self-Esteem from Instrumental Support Interactions in a Highly Competitive Environment. CHI Play ’17: Proceedings of the Annual Symposium on Computer-Human…

Shain, K. S. (2022). Sowing the Seeds of Peace in the Public-Schools via Esports Gaming with Gamers For Peace.

Quintana, Á. (2012). Spain is Waking Up!. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2011/12 (pp. 72–74). Norderstedt: Books on Demand GmbH.

Abbasi, A. Z. (2022). Specifying, estimating and validating consumer eSports engagement composite model: a composite confirmatory approach. EuroMed Journal of Business, (ahead-of-print).

Abbasi, A. Z. (2022). Specifying, estimating and validating consumer eSports engagement composite model: a composite confirmatory approach. EuroMed Journal of Business, (ahead-of-print).

Brenda, H. K. S. (2017). Spectating the Rift: A Study into eSports Spectatorship. In J. Hiltscher & T. M. Scholz (Eds.), eSports Yearbook 2015/16 (pp. 9–35). Norderstedt: Books on Demand GmbH.

Kim, J., & Kim. M. (2020). Spectator E-sport and Well-being through Live Streaming Services. Technology in Society, 63.

Kelly, C. (2011). Spectator Experiences at MLG Dallas vs. Korea. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2010 (pp. 50–53). Norderstedt: Books on Demand GmbH.

Rowe, E. W. (2022). Spectatorship in the Age of Streaming: the Organization, Economics, and Technology of eSports (Doctoral dissertation, University of Colorado at Boulder).

Snyder, D. (2017). Speedrunning: Interviews with the Quickest Gamers. McFarland.

Schmidt, J., Dreyer, S., & Lampert, C. (2008). Spielen im Netz – Zur Systematisierung des Phänomens “Online Games”. Arbeitspapiere des Hans-Bredow-Instituts Nr. 19.

Parshakov, P., Naidenova, I., & Barajas, A. (2020). Spillover Effect in Promotion: Evidence from Video Game Publishers and eSports Tournaments. Journal of Business Research, 118, 262-270.

Lam, W. K., Chen, B., Liu, R. T., Cheung, J. C. W., & Wong, D. W. C. (2022). Spine Posture, Mobility, and Stability of Top Mobile Esports Athletes: A Case Series. Biology, 11(5), 737.

Schwind, J. (2020). Sponsoring im eSport am Beispiel der ESL One. In M. Breuer & D. Görlich (Eds.), eSport: Status quo und Entwicklungspotenziale (pp. 85–101). Wiesbaden: Springer Gabler.

Chalmet, X. (2017). Sponsorship within Esports: Examining the Sponsorship Relationship Quality Constructs. Masters Thesis. University of Gothenberg.

Korpimies, S. (2019). Sponsorships in eSports. In J. Hiltscher & T. M. Scholz (Eds.), eSports Yearbook 2017/18 (pp. 58–73). Norderstedt: Books on Demand GmbH.

Li, L., Uttarapong, J., Freeman, G., & Wohn, D. Y. (2020). Spontaneous, Yet Studious: Esports Commentators’ Live Performance and Self-Presentation Practices. Proceedings of the ACM on Human-Computer Interaction, Article 103.

Miah, A. (2017). Sport 2.0 – Transforming Sports for a Digital World. Massachusetts: The MIT Press.

Van Hilvoorde, I. (2016). Sport and Play in a Digital World. Sport, Ethics and Philosophy, 10(1), 1–4.

Andrews, D., & Ritzer, G. (2018). Sport and Prosumption. Journal of Consumer Culture, 18 (2), 356–373.

Hutchins, B. & Rowe, D. (2012). Sport Beyond Television: The Internet, Digital Media and the Rise of Networked Media Sport. London: Routledge.

Besombes, N. (2016). Sport électronique, agressivité motrice et sociabilités (Doctoral dissertation, Université Paris Descartes, Sorbonne Paris Cité).

Besombes, N. (2018). Sport et e-sport. Une comparaison récurrente à déconstruire. Jurisport, 185, 19-23.

Cottrell, C., McMillen, N., & Harris, B. S. (2018). Sport Psychology in a Virtual World: Considerations for Practicioners Working in eSports. Journal of Sport Psychology in Action.

Jenny, S. E., Chung, J., & Krause, J. M. (2022). Sport Video Gaming Verses Direct Instruction: Examining Sport Knowledge and Future Sport Intention. Creative Commons.

Scholz, T. M., Völkel, L., & Uebach, C. (2021). Sportification of Esports - A Systematization of Sport-teams Entering the Esports Ecosystem. International Journal of Esports, Published online 21 April 2021.

Assuncao, C. (2018). Sportification of Professional Gaming: A Study on Gender and Technology. Proceedings of the Se­mi­nar on eS­ports, Exer­ga­ming, and Fan­ta­sy Leagues, University of Jyväskylä, Finland.

Xiao, X., Chian Tan, F. T., Lim, E. T. K., Henningsson, S., Vatrapu, R., Hedman, J., Tan, C. W., Clemenson, T., Mukkamala, R. R., & Van Hillegersberg, J. (2018). Sports Digitalization: An Overview and A Research Agenda. Paper presented at 38th…

Campbell, W., Goss, A., Trottier, K., & Claypool, M. (2021). Sports versus eSports - A Comparison of Industry Size, Viewer Friendliness, and Competitiveness. In D. Y. Jin (Ed.), Global esports: Transformation of Cultural Perceptions of Competitive…

García, J., & Murillo, C. (2020). Sports Video Games Participation: What Can we Learn for Esports? Sport, Business and Management, 10(2), 169-185.

Olson, C. K. (2013). Sports Videogames and Real-world Exercise. Sports Videogames, 278-294 New York, NY: Routledge.

Arnusch, F. (2015). Sportübertragung 2.0: das Publikum von eSport-Streams im deutschsprachigen Raum (Magisterarbeit). Universität Wien, Wien.

Ratan, A. R., Taylor, N., Hogan, J., Hogan, T. M. L., & Williams, D. (2015). Stand by Your Man: An Examination of Gender Disparity in League of Legends. Games and Culture, 10(5), 438–462.

Cheung, G., & Huang, J. (2011). StarCraft from the Stands: Understanding the Game Spectator. In CHI ’11 Proceedings of the 2011 annual conference on Human factors in computing systems, ACM, 763-772.

Onofrio, M. (2011). StarCraft II in Western eSports: Is Television Needed? In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2010 (pp. 29–33). Norderstedt: Books on Demand GmbH.

Avallone, A. (2010). Stermy's Life Story. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2009 (pp. 103–110). Norderstedt: Books on Demand GmbH.

Blackburn, J., & Kwak, H. (2014, April). Stfu Noob! Predicting Crowdsourced Decisions on Toxic Behavior in Online Games. In Proceedings of the 23rd International Conference on World Wide Web (pp. 877-888). ACM.

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Nothelfer, N., & Klaus, D. (2023). Arbeitserlaubnis. Stichwort-Kommentar zum eSport-Recht, 38-39.

Nothelfer, N., & Klaus, D. (2023). Aufenthalt. Stichwort-Kommentar zum eSport-Recht, 121-123.

Nothelfer, N., & Klaus, D. (2023). Einreise. Stichwort-Kommentar zum eSport-Recht, 391.

Nothelfer, N. (2023). eSportler, Sozialversicherung. Stichwort-Kommentar zum eSport-Recht, 447-454.

Nothelfer, N. (2023). Gewerkschaft. Stichwort-Kommentar zum eSport-Recht, 526-534.

Nothelfer, N., & Klaus, S. (2023). Immigration. Stichwort-Kommentar zum eSport-Recht, 557-575.

Nothelfer, N., & Klaus, S. (2023). Visum. Stichwort-Kommentar zum eSport-Recht, 1038-1040.

Loures, T. C., Fernandes, G. L., Araújo, F. G., Martins, K. S., & de Melo, P. O. V. (2020). StinkyCheese: Chat-Based Model for Subscription Classification. In ChAT@ PKDD/ECML.

Flegr, S., & Schmidt, S. L. (2022). Strategic management in eSports–a systematic review of the literature. Sport Management Review, 1-25.

Carnein, M., Assenmacher, D., & Trautmann, H. (2017). Stream clustering of chat messages with applications to twitch streams. In International Conference on Conceptual Modeling (pp. 79-88). Springer, Cham.

Törhönen, M., Giertz, J., Weiger, W. H., & Hamari, J. (2021). Streamers: the new wave of digital entrepreneurship? Extant corpus and research agenda. Electronic Commerce Research and Applications, 46, 101027.

Karadakis, K. (2022). Streaming in Esports: Lessons Learned From Student Reflection Journals. Sport Management Education Journal, 1(aop), 1-3.

Phelps, A., Consalvo, M., & Bowman, N. (2021). Streaming into the Void: An Analysis of Microstreaming Trends and Behaviors Utilizing a Demand Framework. In: Proceedings of the 54th Hawaii International Conference on System Sciences.

Hamilton, W., Garretson, O., & Kerne, A. (2014). Streaming on Twitch: Fostering Participatory Communities of Play within Live Mixed Media. Paper Presented at CHI 2014, Toronto, Ontario, Canada.

Freeman, G., & Wohn, D. Y. (2020). Streaming your identity: Navigating the presentation of gender and sexuality through live streaming. Computer Supported Cooperative Work (CSCW), 29(6), 795-825.

Poulus, D., Coulter, T. J., Trotter, M. G., & Polman, R. (2020). Stress and Coping in Esports and the Influence on Mental Toughness. Frontiers in Psychology, 11, 1-11.

Leis, O. Stress (2022), Psychophysiology, and Performance in Esports: From the Relevance of Research to Intervention Strategies.

Leis, O., Lautenbach, F., Birch, P. D., & Elbe, A. M. (2022). Stressors, associated responses, and coping strategies in professional esports players: A qualitative study. International Journal of Esports, 3(3).

Leis, O., Franziska, L., Birch, P. D., & Elbe, A. M. (2021). Stressors, perceived stress responses, and coping strategies in professional esports players: A qualitative study. International Journal of eSports.

Suarez, D. (2022). Structure and Gaps of Esport Governance and Path for its Pursuit of Legitimacy Among Traditional Sports.

Schöber, T., Haut, N., Stahl, D., Baulig, C., Baur, P., Felgendreher, L., Franke, A., Gower, J., Schult, J., Weichert, N. (2024). Strukturen und Facilities: Infrastruktur, Stakeholder, Ausstattung und Räumlichkeiten im elektronischen Sport. Meyer &…

Laitila, O., & Rauhansalo, T. (2018). Study on eSports Industry in Finland. In Proceedings of the Se­mi­nar on eS­ports, Exer­ga­ming, and Fan­ta­sy Lea­gues. University of Jyväskylä: Finland.

Bornemark, O. (2013). Success Factors for E-Sport Games. In S. Bensch & F. Drewes (Eds.), Proceedings of Umea’s 16th Student Conference in Computing Science USCCS 2013 (pp. 1-12). Umea: Umea University.

Parshakov, P., & Zavertiaeva, M. (2015). Success in eSports: Does Country Matter?

AlMarzooqi, M. A., Alhaj, O. A., Alrasheed, M. M., Helmy, M., Trabelsi, K., Ebrahim, A., ... & Ben Saad, H. (2022). Symptoms of Nomophobia, Psychological Aspects, Insomnia and Physical Activity: A Cross-Sectional Study of ESports Players in Saudi…

AlMarzooqi, M. A., Alhaj, O. A., Alrasheed, M. M., Helmy, M., Trabelsi, K., Ebrahim, A., ... & Ben Saad, H. (2022). Symptoms of Nomophobia, Psychological Aspects, Insomnia and Physical Activity: A Cross-Sectional Study of ESports Players in Saudi…

Felczak, M. (2022). Systemic issues with narratives of identity: Toxicity and esports media professionals. Convergence, 13548565221138761.

Borggrefe, C. (2022). Systemtheoretische Überlegungen zur Unterscheidung von Sport und eSport. German Journal of Exercise and Sport Research, 52(3), 408-418.

Lessel, P., & Altmeyer, M. (2017). Tabletop Game Meets Live-Streaming: Empowering the Audience.

Kauweloa, N., & Winter, J. S. (2019). Taking College Esports Seriously. In Proceedings of the 52nd Hawaii International Conference on System Sciences.

Chen, Y. M. (2022). Talent Retention in E-sports Industry~ What Really Matters.

Maass, S. (2010). Talk with Muhamed Jamil Eid. In J. Christophers & T. M. Scholz (Eds.), eSports Yearbook 2009 (pp. 31–35). Norderstedt: Books on Demand GmbH.

Bingham, C. M. (2020). Talking about Twitch: Dropped Frames and a normative theory of new media production. Convergence, 26(2), 269-286.

Chaloner, P. (2015). Talking Esports: A guide to becoming a world-class esports broadcaster.

Steinbeck, H., Teusner, R., & Meinel, C. (2021). Teaching the Masses on Twitch: An Initial Exploration of Educational Live-Streaming. In Proceedings of the Eighth ACM Conference on Learning@ Scale (pp. 275-278).

Fabiszak, C. K. (2013). Team Ben: A Year as a Professional Gamer.

Mora-Cantallops, M., & Sicilia, M. Á. (2018). Team Efficiency and Network Structure: The Case of Professional League of Legends. Social Networks, 58, 105-115.

Mackrodt, B. (2017). Team Play – Was Counter Strike-Spielern bei virtueller Teamarbeit gelingt und was nicht. Wiesbaden: Springer.
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